You fight with slapstick chaos and honking madness, turning clowning into a deadly art.
Distracting Antics. As a bonus action, you can perform a ridiculous stunt (tumble, honk, juggle, pratfall). Choose one creature within 30 feet that can see or hear you. They must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they have disadvantage on their next attack roll before the end of their next turn. You can use this a number of times equal to your proficiency bonus per long rest.
Morale Boost. Whenever you successfully distract an enemy with Distracting Antics, one ally of your choice within 30 feet gains temporary hit points equal to your Charisma modifier (minimum of 1).
Deadly Prankster. You gain proficiency with improvised weapons, and they count as magical for the purpose of overcoming resistance if you’re level 8 or higher.
Ridiculous Rally. Once per long rest, when an ally within 30 feet fails a saving throw against being frightened or charmed, you can use your reaction to honk, pratfall, or throw a cream pie. They may reroll the saving throw, potentially negating the effect.
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